docs: add why-comments to rendering, packets, and UI code

- charge_effect: explain inversesqrt guard (prevents NaN on stationary
  character) and dust accumulator rate (30 particles/sec * 16ms)
- swim_effects: explain why insect pipeline disables depth test
  (screen-space sprites must render above water geometry)
- packet_parsers_classic: explain spline waypoint cap (DoS prevention)
  and packed GUID compression format (non-zero bytes only, mask byte)
- talent_screen: explain class ID to bitmask conversion (1-indexed
  WoW class IDs → power-of-2 mask for TalentTab.classMask matching)
- auth_screen: explain login music volume reduction (80% so UI sounds
  remain audible over background track)
This commit is contained in:
Kelsi 2026-03-30 17:23:07 -07:00
parent e8a4a7402f
commit 92369c1cec
5 changed files with 14 additions and 3 deletions

View file

@ -282,6 +282,7 @@ bool ClassicPacketParsers::parseMovementBlock(network::Packet& packet, UpdateBlo
/*uint32_t splineId =*/ packet.readUInt32();
uint32_t pointCount = packet.readUInt32();
// Cap waypoints to prevent DoS from malformed packets allocating huge arrays
if (pointCount > 256) return false;
// points + endPoint (no splineMode in Classic)
@ -362,7 +363,9 @@ void ClassicPacketParsers::writeMovementPayload(network::Packet& packet, const M
// Transport data (Classic ONTRANSPORT = 0x02000000, no timestamp)
if (wireFlags & ClassicMoveFlags::ONTRANSPORT) {
// Packed transport GUID
// Packed GUID compression: only transmit non-zero bytes of the 8-byte GUID.
// The mask byte indicates which positions are present (bit N = byte N included).
// This is the standard WoW packed GUID wire format across all expansions.
uint8_t transMask = 0;
uint8_t transGuidBytes[8];
int transGuidByteCount = 0;

View file

@ -474,11 +474,13 @@ void ChargeEffect::emit(const glm::vec3& position, const glm::vec3& direction) {
// Spawn dust puffs at feet
glm::vec3 horizDir = glm::vec3(direction.x, direction.y, 0.0f);
float horizLenSq = glm::dot(horizDir, horizDir);
// Skip dust when character is nearly stationary — prevents NaN from inversesqrt(0)
if (horizLenSq < 1e-6f) return;
float invHorizLen = glm::inversesqrt(horizLenSq);
glm::vec3 backDir = -horizDir * invHorizLen;
glm::vec3 sideDir = glm::vec3(-backDir.y, backDir.x, 0.0f);
// Accumulate ~0.48 per frame at 60fps (30 particles/sec * 16ms); emit when >= 1.0
dustAccum_ += 30.0f * 0.016f;
while (dustAccum_ >= 1.0f && dustPuffs_.size() < MAX_DUST) {
dustAccum_ -= 1.0f;

View file

@ -175,6 +175,8 @@ bool SwimEffects::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayou
return false;
}
// Depth test disabled — insects are screen-space sprites that must always
// render above the water surface regardless of scene geometry.
insectPipeline = PipelineBuilder()
.setShaders(vertStage, fragStage)
.setVertexInput({binding}, attrs)

View file

@ -216,7 +216,9 @@ void AuthScreen::render(auth::AuthHandler& authHandler) {
if (music) {
if (!loginMusicVolumeAdjusted_) {
savedMusicVolume_ = music->getVolume();
int loginVolume = (savedMusicVolume_ * 80) / 100; // reduce auth music by 20%
// Reduce music to 80% during login so UI button clicks and error sounds
// remain audible over the background track
int loginVolume = (savedMusicVolume_ * 80) / 100;
if (loginVolume < 0) loginVolume = 0;
if (loginVolume > 100) loginVolume = 100;
music->setVolume(loginVolume);

View file

@ -76,7 +76,9 @@ void TalentScreen::renderTalentTrees(game::GameHandler& gameHandler) {
return;
}
// Get talent tabs for this class, sorted by orderIndex
// Get talent tabs for this class, sorted by orderIndex.
// WoW class IDs are 1-indexed (Warrior=1..Druid=11); convert to bitmask for
// TalentTab.classMask matching (Warrior=0x1, Paladin=0x2, Hunter=0x4, etc.)
uint32_t classMask = 1u << (playerClass - 1);
std::vector<const game::GameHandler::TalentTabEntry*> classTabs;
for (const auto& [tabId, tab] : gameHandler.getAllTalentTabs()) {